My team and I have been working on Fantasy Strike for almost a year and half now. It's a fighting game featuring the same characters as my Yomi card game and it's unusually easy to play. Here's a diagram of the simple controls:

It started out as an experiment to see if we stripped away massive amounts of stuff from the genre, would it still be fun? Even in its early prototype state, it was. Everyone we showed it to told us to keep going, so we did. And now we're to the point where we need help from all of you to finish it, so please consider supporting us on Patreon.

Here's our Patreon, where you can get a pre-alpha version of the game right now, and new builds every month:

My Favorite Feature: Yomi Counters

Throws used to be really powerful in fighting games, but after years of players complaining that “throws are cheap,” developers made them weaker and weaker. I think that’s the wrong way to go about things though, because powerful throws are important to prevent a game from being too defensive. So in Fantasy Strike, we have powerful throws, but we have a unique feature that means you can always get out of them if you expect them.

That feature is called a “yomi counter.” To perform it, you let go of your controls. That’s right, you let go of the d-pad and buttons, and though you are completely vulnerable to any hit or combo, if an opponent tries to throw you, you will automatically reverse it. You’ll throw them instead, and you’ll do it with a fancy, awesome animation special to your character. You’ll even get full super meter on top of that.

Yomi counters are a bit hard to pull off in the heat of battle, but not because they are difficult to perform (obviously!). They require a really good read, but it’s oh-so-sweet when you land them. They are hype tournament moments waiting to happen.

Future Development

We've kept the game under wraps for a long time, but as of today it's fine to post pictures, vids, streams, etc of the game. Just keep in mind that it's in a pre-alpha state and that the graphics quality is still not representative of the final product. We have a ton of awesome visual effects in the works already that we can't wait to add! And that's just the start. We'll add more characters, online play, more game modes, and a bunch more as we continue development. How much we can polish the game and expand it depends on how much support we get.

We're totally excited about this game and our whole team is excited to get even more of you involved in our journey to make it. If you prefer to wait until release rather than take part in our crowdfunding now, that's fine too and we'll do our best to create the most polished game we can between now and then.